uniform mat4 matViewProjection;
uniform mat4 matView;
uniform vec4 u_eyePos;
attribute vec2 rm_TexCoord0;
attribute vec4 rm_Vertex;
varying float v_eyeDist;
varying vec2 v_texCoord;
void main(void)
{
	 vec4 vViewPos = matView * rm_Vertex;
	 v_eyeDist = sqrt((vViewPos.x - u_eyePos.x) *  v_eyeDist = sqrt((vViewPos.x - u_eyePos.x) *(vViewPos.y - u_eyePos.y) *(vViewPos.y - u_eyePos.y) * (vViewPos.y - u_eyePos.y) +(vViewPos.z - u_eyePos.z) *(vViewPos.z - u_eyePos.z) );
	 gl_Position = matViewProjection * rm_Vertex;
	 v_texCoord  = rm_TexCoord0.xy;
}

